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author | Pasi Nuutinmaki <GNSSStylist@sci.fi> | 2020-03-15 10:01:28 +0200 |
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committer | RĂ©mi Verschelde <rverschelde@gmail.com> | 2021-04-28 11:09:41 +0200 |
commit | a165eed73bd9783a07cdec4571a4912df71464ce (patch) | |
tree | 9dc54e0464781e266e164e49fa6fd643f2dbac2f /core/math | |
parent | 35a8693e6ab5a46d2e72e39aa816689de4d371b9 (diff) |
Fix area calculation of Face3
There seemed to be a bug in area calculation in Face3::get_area()-function. It returned the area of "imaginary" parallelogram instead of the triangle. Therefore the area returned was twice the real area. This manifested itself when using a hydro module for godot ( https://gitlab.com/ringtechsolutions/godot-tools/hydro/hydro ) causing the buoyancy to be two times the expected value.
"Reference": http://www.maths.usyd.edu.au/u/MOW/vectors/vectors-11/v-11-7.html
Diffstat (limited to 'core/math')
-rw-r--r-- | core/math/face3.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/core/math/face3.cpp b/core/math/face3.cpp index beb0a8e405..20c316c322 100644 --- a/core/math/face3.cpp +++ b/core/math/face3.cpp @@ -169,7 +169,7 @@ Vector3 Face3::get_median_point() const { } real_t Face3::get_area() const { - return vec3_cross(vertex[0] - vertex[1], vertex[0] - vertex[2]).length(); + return vec3_cross(vertex[0] - vertex[1], vertex[0] - vertex[2]).length() * 0.5; } ClockDirection Face3::get_clock_dir() const { |